What we could do, instead of checking vertex position ,we could check for limbs position. I know that is too hard, but if we load an external 3D object and check for vertexdata position, we are goint to get the same object unless we select vertex. For example, an sphere in Dbpro, of 10*10 vertex will have 121 vertex from 0 to 121. If we need just the outer ring, it could be from vertex 44 to 65 or from vertex 55 to 76. Take a look to this example
autocam off
sync on
make object sphere 1000,5,10,10
ghost object on 1000
fade object 1000,40
lock vertexdata for limb 1000,0
vertices = get vertexdata vertex count()
for i= 1 to vertices+1
x# = get vertexdata position x(i)
y# = get vertexdata position y(i)
z# = get vertexdata position z(i)
make object box i,0.1,0.1,0.1:color object i,rgb(255,0,0)
position object i,x#,y#,z#
hide object i
next i
unlock vertexdata
position camera 0,0,-10
point camera 0,0,0
c=1
do
if spacekey() then c=c+1 :sleep 200
show object c
set cursor 5,200:print c
x#= object position x(c)
y#= object position y(c)
z#= object position z(c)
set cursor 5,100
print x#
print y#
print z#
control camera using arrowkeys 0,0.01,0.01
a#=wrapvalue(a#+mousemovex()/2)
cam#=wrapvalue(cam#+mousemovey()/2)
rotate camera cam#,a#,0
if leftkey() then move camera left 0.01
if rightkey() then move camera right 0.01
set cursor 5,5:print vertices, " vertex "
print "Press Spacekey to see vertex position"
sync
loop
Cheers.
I'm not a grumpy grandpa
